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October 16th, 2003, 11:25 PM
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First Lieutenant
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
I think he means rather than have specific research areas (such as Missiles and Computers), he is going to have ~ 20 generic areas. Each generic area represents a "play style" and returns all sorts of tech that relate to that play style. For example, if you research the "Superiority In Numbers" tech area, you will get cheap hulls, engines, and weapons that are fragile or otherwise limited in effectiveness. If you research down the "I Like Big Explosions" tech area, you might get great weapons, but crappy infrastructure
Note that this is just my guess, as the mind of the Cheese is not easily navigated, not even with a Spoon.
Edit: on second reading, nevermind - this doesn't answer the question that was asked!
[ October 16, 2003, 22:26: Message edited by: spoon ]
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October 16th, 2003, 11:32 PM
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Brigadier General
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
Quote:
Originally posted by narf poit chez BOOM:
... so, at 10% tech advancement, the size at level (l) 2 is a*(10%*(l-1))=110. and the effectiveness is b*(10%*(l-1))+(b*(10%*(l-1)))=121...
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umm, yeah, right..
"Look, a monkey!"
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October 16th, 2003, 11:39 PM
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Shrapnel Fanatic
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
well, actually, i'm going to have a number of very specific tech areas. like 'long range missiles'. 'reaction engines'. what's reaction engines? small size, good speed, lot's of supplies used. combine that with long range missiles and you've got defence ships that can missile dance slower ships to death.
ok...attempt at an english Version.
for the first tech level, the rate of increase is 0%. second, 10%. thus, the size of the item is 100+10%. and the effectiveness is 100+10%+10%. at the third level, the ROI is 20%. so, size 100+20%. effectiveness 100+20%+20%. so, for each tech level above 1, the ROI increases by 10%. IF tech advancement is 10%. if it's twenty, third level ROI 40%,size 100+40%, effectiveness 100+40%+40%.
uh, english enough?
*hopes*
how come nobody understands me when i get technical?
um...effectiviness go up by 5%/10%/20% per tech level?
[ October 17, 2003, 00:24: Message edited by: narf poit chez BOOM ]
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October 17th, 2003, 03:29 AM
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General
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
Quote:
Originally posted by narf poit chez BOOM:
i think i came up with a new happiness type for my mod: hapiness type - resulute: all negative effects serve only to increase your moral as your people are ready to face anything. however, little effect is felt from positive effects.
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Then their happiness would always be increasing.
How about something like Adamant Mod's "Stoic" happiness type - there is little effect from either positive or negative events, sort of like a partial Emotionless?
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October 17th, 2003, 03:55 AM
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Shrapnel Fanatic
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
hmm...major drop from your bad decisions? i dunno.
you guys do discussions with page, page and a half, 2 page Posts and you can't understand one paragraph from me????
[ October 17, 2003, 04:31: Message edited by: narf poit chez BOOM ]
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 17th, 2003, 02:11 PM
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Second Lieutenant
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
Is there going to be cheese and giant mice involved?
Anyway as for your question, i think it's to early to tell what will be a good settings for the advancement percentages. You will have to play test it to balance it out. I would go for 10% but as i said, the effectiveness of this will depend on how fast people can build these cheap units.
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October 17th, 2003, 03:11 PM
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Shrapnel Fanatic
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Re: Narf\'s Mod: Almost done shredding the Facility.txt. Basic stuff only.
Quote:
Originally posted by Ed Kolis:
quote: Originally posted by narf poit chez BOOM:
i think i came up with a new happiness type for my mod: hapiness type - resulute: all negative effects serve only to increase your moral as your people are ready to face anything. however, little effect is felt from positive effects.
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Then their happiness would always be increasing.
How about something like Adamant Mod's "Stoic" happiness type - there is little effect from either positive or negative events, sort of like a partial Emotionless? Keep in mind that happiness file was made by someone else, possible Krsqk or Jourin. I need to find out at some point... 
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